Changes to the module
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A few changes for module v2000 to be aware of right now.
Our 7-12 level quests were far too easy. In fact, some of them were risk free for the right party, and basically a simple challenge for any other parties. A DM, without asking the rest of the team went and weakened the difficulty of many of these quests, likely in an effort to make people do them more. I adjusted the challenge, and am hoping to hear good, useful, constructive feedback on the current challenges. You will be getting more XP and challenge from the following:
Kanthea's Bear Hunt
Thunderholme Giant HuntAdditionally, I fixed a bug with the Lost Pilgrims quest. The treasure and boss monsters will now spawn, should make this quest much more rewarding.
There are also about 50 new alchemy recipes, which should be alchemists plenty of great, fun stuff to do.
Oh! And there is a new area to explore, an ancient tomb to explore with a very CoA-centric theme and history, and a new quest. Hope to see you in the Fugue.
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v2011
Oak trees should now use gardening system. I'm 75% sure I introduced a bug with oak trees. Please let me know.
Fixed bug with Jadraxian's tomb secret doors.
Redesigned the Ururk Orc Raid quest.
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v2018
Added Susser, Oak, and Ironwood recipes to crafting. Recipes can be purchased from a few merchants, in out of the way and hard to reach places for people who look around for them.
Made some changes to the Porry Hatter quest that will reveal more of the background story of this quest.
Some quests had their level ranges expanded.
Sunken Ship to 3-7th level.
Nada from 1-3 to 1-4th level.All gardening spots have been removed from "road" areas, the DM team feels that gathering lumber and magical flowers shouldn't be quite as simple to get to as walking out a gate and twenty feet from the city walls.
Arabel's back alleys have a new shop in store for your rogues and knaves.
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v2090
New exciting exploration areas in Wyvernwater now available to swim to, stay tuned for further additions!
Easthaven has now returned to the surface, the areas has been updated to reflect on this recent event.
Various minor changes to the module to your pleasure, lots of secrets to be found! -
v2091
Next reset Hexcow and Firegoblins will have relocated in the King's Forest to be more accessible for people to quest.
The King's Forest has also been reduced in size, as many of the areas didn't really do much!
Exciting new area also going in, stay tuned as this area will rely on the new haks. Please make sure to update your haks! -
v2100
Hex Cow and Fire Goblins now fixed, available in the South of the King's Forest.
Silver Palace now has lockable meeting rooms, for all the secret pleasures.
Exciting new areas being tested and refined, hopefully they will be introduced soon! -
v2105
Update to Immersea to reflect on recent events, beware it is dangerous. -
v2112
Sexy new merchants in
Sugnar is no longer hostile
The secret tunnel to the UD has been moved a little bit away from the main streets -
v2116
Darkmoon Monks removed, being looked into for balance
Donation bowls added to the temples -
v2131
Resting and Questing should be fixed -
Questing still having serious issues, fixes will have to wait for a while longer
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v2134
Hex Cow's transition should now be off-limit to questers only
Fire Goblins' transition should now be off-limit to questers only
Yeasol's transition is now once more available in Calantar's Way South -
v2137
New shrine in Congress of Faith
New Temple in Old Quarters -
v2147
Two new quests are in and will be tested and opened this weekend! -
v2148
New hak is in, make sure to download it before logging in! -
v2155
New explorable areas available
Maleen's Tower has been refreshed
Stormhorns are refreshed too! -
v2160
Ogre quest moved to be more accessible -
v2161
Minor edits across the Module to make quests more accessible and areas more useful/interesting -
v2170
A new look to the sewers and Effluvial lake! Many thanks to Cadiz who helped making the areas -
v2173
Silver Bannermen should now have an optional spawn point
Temple of Silent Night should now have a spawn point
Morgue should now also have a spawn point!
The sewers have been updated and bug fixed, exciting new link to the Underdark. But where?!